Topic name should say it all...I am all for the dungeon, but after that I would love to see a TC version of hinterlands and cliffs...then some swamps...then some desolate, rocky terrain.

Of course for the great outdoors the opposite of what I hear (and agree with) on some of the other posts regarding ground tile size variations would be in order. In buildings, sewers, and dungeouns some 2x hallways would be nice, but in the outdoors some larger ground tiles would be awesome...6x9 maybe?

I would love to see TCPs go outdoors. I especially like the idea of it filling gaps that TLX and past sets still haven't filled (western, desert, etc.)...that isn't to say that I wouldn't love to see TLX do the same...

Of course for the great outdoors the opposite of what I hear (and agree with) on some of the other posts regarding ground tile size variations would be in order. In buildings, sewers, and dungeouns some 2x hallways would be nice, but in the outdoors some larger ground tiles would be awesome...6x9 maybe?

hmm, may be it's to late for my imagination...What would TCP outdoor terrain,props, whatever look like? A tree and a plant here and there, some cubic stones, a campfire with so much clips on it that you can't even see the texture? And huge groundtiles? Well, if you need space, you don't need TCP...

Don't get me wrong, I would buy it anyway, but my imagination stops right here

What would TCP outdoor terrain,props, whatever look like? A tree and a plant here and there, some cubic stones, a campfire with so much clips on it that you can't even see the texture? And huge groundtiles?

I personally don't need props. I don't use those doors, stairs and ladders---too much work in placing and maintaining to be woth it. I think I'll cut transparencies to fit the 6x6 tiles (with cuts for the whole clips) and'll stick to my old non-perm markers.

I'd want a "generic outdoors"-set first. Specialized outdoors set can be made later. For the generic I'd want 6x6 tiles in 100%-fill (generic grass, gravel, sand, forest) on the front and same texture with paths on the back; then some 3x3s (and maybe 3x6s) with a 50/50 fill (streets->grass, streets->gravel, streets->sand, grass->gravel, grass->sand, grass->forest, gravel->sand, gravel->forest). Then some 1" and 2" high hedges and walls. Maybe some gravel-textured ramps, but not those oversized 6x6s; 3x3 is ok for outdoors (nature never built for carriages...); but I think with 4 textures there won't be any space for them.

BTW; after those victorian streets I'd love some medieval streets, too. And a quick reminder: Nobody built 6 m/y wide highways in those days. Medieval city streets were 1 to 3 m/y wide with one or two main streets at 4-5 m/y. And no sidewalks...

Of course for the great outdoors the opposite of what I hear (and agree with) on some of the other posts regarding ground tile size variations would be in order. In buildings, sewers, and dungeouns some 2x hallways would be nice, but in the outdoors some larger ground tiles would be awesome...6x9 maybe?

hmm, may be it's to late for my imagination...What would TCP outdoor terrain,props, whatever look like? A tree and a plant here and there, some cubic stones, a campfire with so much clips on it that you can't even see the texture? And huge groundtiles? Well, if you need space, you don't need TCP...

Don't get me wrong, I would buy it anyway, but my imagination stops right here

+1. I can't see how TCP can show it's strength in a setting that consists largely of flat terrain, especially a desert. I mean really, who would buy 3 TCP sets plus clips just so they can spent one hour clipping outdoors tiles together, with the end result being visually impaired by lots and lots of clips between the empty tiles... Much more convenient to just buy a terrain mat for $20 and have better-looking terain set up in 5 minutes.

As far as I am concerned, TLX (Edit: I actually mean TCP) should stay in the settings where it can flex it's muscles, so to speak, which means urban or indoor settings where lots of walls and levels make sense.

Last edited by Cherno on 11-02-2011, 01:53 PM, edited 1 time in total.

As far as I am concerned, TLX should stay in the settings where it can flex it's muscles, so to speak, which means urban or indoor settings where lots of walls and levels make sense.

I'm really glad TLX hasn't stayed in urban and indoor environments...

Hinterland Forest has been one of my most used tile sets. I am not setting up epic and expansive areas. I'm setting up maybe 3'x3' areas with a building, or a lot of trees, so I can run through one or two encounters. I am working on risers so I can have some more uneven terrain without lots of posts and walls, but I usually just stack extra tiles underneath my terrain to get a little variety in height. I don't even use TLX tabs to hold things together usually, or at least not a lot of em. I just lay out the tiles on a rubbery surface to prevent sliding around.

I've never owned anything but TLX stuff, so my perspective is pretty biased for sure. For adventuring, I like being able to lay out a path any way I want, or streams the way it makes sense. I predict once I finally build the Cliffs set, it'll lead to more visually striking build-outs.

Of course for the great outdoors the opposite of what I hear (and agree with) on some of the other posts regarding ground tile size variations would be in order. In buildings, sewers, and dungeouns some 2x hallways would be nice, but in the outdoors some larger ground tiles would be awesome...6x9 maybe?

hmm, may be it's to late for my imagination...What would TCP outdoor terrain,props, whatever look like? A tree and a plant here and there, some cubic stones, a campfire with so much clips on it that you can't even see the texture? And huge groundtiles? Well, if you need space, you don't need TCP...

Don't get me wrong, I would buy it anyway, but my imagination stops right here

Great pictures Magius! These show another example of how TLX can work with TCP.

I think that overall, the cardstock industry (whether 'Dungeon Tiles' or 3D Terrain) has focused primarily on buildings and underground terrain due to the fact that it is a contained space, and usually only requires one level of height (or depth) at a time. Outdoor areas, by their very nature, are expansive (cover a larger area) and undulating (tree tops, hills, mountains, streams, rivers, oceans etc.) and therefore, require a large gaming area with a lot of tiles or 3D terrain.

With the recent trend towards 'encounters' for RPGs, the need for larger areas has been reduced. Simply put, PCs travel from encounter to encounter with only a brief narration (if any) between. In this way you only need to build each encounter location (which can be constructed ahead of time) and put them down as required. TLX and TCP are great solutions for this type of gaming. By offering a modular system, it is easy and fast to construct almost anything that is required.

Wargamers, on the other hand, need larger areas to stage epic battles. Often these are forests, swamps and deserts, but also city blocks, ruins and underground structures (sci-fi, fantasy and modern) are required. These areas can take a long time to set up and can also be very detailed. TLX and TCP may not suit this type of gaming due to the complexity of attempting to make natural structures out of hard corners and straight edges.

Then there are those of us that fall in between 'Encounters' and Wargaming. I can see the benefits of both but also the hinderances. I always enjoy seeing the various builds on display at conventions and tournaments. When you talk to the guys that put it together, the common theme is always the fact that it took so long to build and is difficult to transport. TLX and TCP seem to be the solution to both of these problems (TCP is physically a stronger solution also). Personally, I like to build as much of an area as possible to give players a sense of dimension for their surroundings. Questions like "What can I see?" or "How far away is that?" are not necessary.

I have begun a discussion on compatibility and conversion of other sets to make them work with TCP here.

As discussed, I think it would be great to see some outdoor TCP but I know that there will be limitations as to what can be done. One problem which I am working on is the visibility of the clips. I know that Denny is also working on this and we are sure to see some results in future releases.

Of course for the great outdoors the opposite of what I hear (and agree with) on some of the other posts regarding ground tile size variations would be in order. In buildings, sewers, and dungeouns some 2x hallways would be nice, but in the outdoors some larger ground tiles would be awesome...6x9 maybe?

hmm, may be it's to late for my imagination...What would TCP outdoor terrain,props, whatever look like? A tree and a plant here and there, some cubic stones, a campfire with so much clips on it that you can't even see the texture? And huge groundtiles? Well, if you need space, you don't need TCP...

Don't get me wrong, I would buy it anyway, but my imagination stops right here

As shown above there are "tree walls" "Rock Walls" as options.

Then there are stream/river tiles that coudl be useful.

From a prop perspective there can be some fairly simple X style trees and rocks. (each half has a slot, they fit in a nice little X formation.)

the thing i love most about the TCP system it's that it's 3d focused!If i have to set an encounter on a flat surface i could simply print it using various programs (cc3 for example), having a GREAT amount of details, and exactly what i need... but... doing the same thing in 3d is much more complicated!The problem is not simply about building the enviroment wich is only a matter of craftmanship... it also involves playability when i have to keep changing sheets to focus on the level wich has the active player (not to mention when you have multylevel fightings!).

That being said i still think that for exteriors maps and some props are enough to get a nice view.To beat it TCP imho should give me the option of building uneven terrains, cliffs of course but also sloped hills (for wich i guess i'd need a 45/135° 30/60/120/150° clip), wich are not so easy to manifacture.

I think the next product should be something like dungeons, where tcp could really shine!

having ground tile terrain is one thing that would be nice to have but a few woodland scenes trees and other outdoor physical props bring a scene to life so much better than a print stock. You can make buildings look realistic but outdoor scenes look too boxy if you don't integrated physical scenery.

Wow...loving the homespun terraclips conversions from TLX...how did you guys do them?

That is EXACTLY what I was talking about...especially Magius use of wood "walls" to define the edge of the battlefield. Callorin has awesome cliff walls as well.

In response to time-scout and the notion of outdoor props not working well...I think what Denny and crew are doing with the dungeon rise props would translate well to outdoor areas. Campsites, trees, shrubbery, campfires, etc. would all be awesome. No reason outside props wouldn't look as good as indoor stuff...not that any of the Malifeaux stuff came with props other than the stairways and ladders.

I do play encounter based games and not tabletop wargames so I would love to have the ability to have outdoor encounter space as well as just urban or dungeon settings.

I think a generic outdoor (like Hinterlands) would be perfect...+1 to the notion of trail tiles and stream tiles...perhaps even some border tiles that transition to larger bodies of water than just small streams. Rock and tree/underbrush walls...and maybe some 1/2 height (1") walls for a smoother height gradient? Tree and brush props as well as a tent or 2 and a campfire.

sign me up for 12 of the outdoor terraclips. Its the one place not covered by what I already have and it means that for those outdoor encounters I end up having to use inferior terrain solutions and I just don't enjoy it as much.

Just found out about terraclips and bought the malifaux set. Loved the ideas on this page so far.

Seems to me that a unique characteristic of terraclips is the ability to create high vertical structures. Flat terrain isn't you're unique selling point. So why not go up?

What about massive hollow trees 3 stories high with entire ropebridge cities? (flash gordon forest kingdom of arboria style comes to mind for those old enough to remember)

You can strengthen the square base of the tree with triangles. The canopy could be similar to a balcony build. Or you could create a vertical cross base for the tree with horizontal quarter circles at different heights.

And mountain scapes with a zelda type cavern system underneath? Tiles could be forest floor on one side and cavern on the other. Different inclines could be similar to rooftops.

Deserts are not my personal favourite but minaret cities and pyramids might make a nice addition.

Just found out about terraclips and bought the malifaux set. Loved the ideas on this page so far.

Seems to me that a unique characteristic of terraclips is the ability to create high vertical structures. Flat terrain isn't you're unique selling point. So why not go up?

What about massive hollow trees 3 stories high with entire ropebridge cities? (flash gordon forest kingdom of arboria style comes to mind for those old enough to remember)

You can strengthen the square base of the tree with triangles. The canopy could be similar to a balcony build. Or you could create a vertical cross base for the tree with horizontal quarter circles at different heights.

And mountain scapes with a zelda type cavern system underneath? Tiles could be forest floor on one side and cavern on the other. Different inclines could be similar to rooftops.

Deserts are not my personal favourite but minaret cities and pyramids might make a nice addition.

No prob! I have this and it is great. Note: this is not TLX, but for the geometry and theme, that has not interfered with my use one bit. With the trees being on circular bases, I just place them on top of the TLX tiles as needed.

No prob! I have this and it is great. Note: this is not TLX, but for the geometry and theme, that has not interfered with my use one bit. With the trees being on circular bases, I just place them on top of the TLX tiles as needed.

I have wanted to use this product once or twice, but have just substituted Hinterlands due to using almost solely TLX and TCPs products since they were released (the Maiden and occasional CWU build spring to mind as exceptions).

I'm a bit intimidated by doing papercraft, allthough I've been doing some props like tables and chairs and it's surprisingly easy. Still, if given a choice, would you like to see a terraclip forrest or would you go for the swampwoods village?

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